Package com.googlecode.jumpnevolve.graphics.effects

Examples of com.googlecode.jumpnevolve.graphics.effects.ParticleEffect


    direction = direction.getDirection();
    this.active = active;
    this.force = direction.mul(GRAVITY * force);

    // Darstellungseffekt erstellen
    this.effect = new ParticleEffect(position.sub(direction.mul(Math
        .abs(dimension.y))), new AirFlowEmitterFactory(direction,
        Math.abs(dimension.y) * 2, Math.abs(dimension.x) * 2, force));
  }
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            + " Sekunden neugestartet");
  }

  private void createFailedScreen() {
    if (this.failedEffect == null) {
      this.failedEffect = new ParticleEffect(this.getCamera()
          .getPosition(), new FogEmitterFactory());
    }
  }
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        "Level erfolgreich beendet");
  }

  private void createFinishedScreen() {
    if (this.finishedEffect == null) {
      this.finishedEffect = new ParticleEffect(this.getCamera()
          .getPosition(), new SprayEmitterFactory());
    }
  }
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  public Fluid(World world, Vector position, Vector dimension,
      float maximumVelocity) {
    super(world, ShapeFactory.createRectangle(position, dimension),
        Masses.NO_MASS);
    this.maximumVelocity = maximumVelocity;
    this.effect1 = new ParticleEffect(position, new FogEmitterFactory());
    this.effect2 = new ParticleEffect(position,
        new WaterfallEmitterFactory(dimension.y * 2));
  }
 
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    // Nachdem die Einstellungen für die physikalische Welt erledigt sind,
    // kommen nun Einstellungen für das Level
    this.simulatedWorld = new SimulatedWorld(this);
   
    // Wasserfalleffekt einfügen
    this.simulatedWorld.add(new ParticleEffect(new Vector2f(97.5f, -1.0f), new FogEmitterFactory()));
    this.simulatedWorld.add(new ParticleEffect(new Vector2f(97.5f, -40.0f), new WaterfallEmitterFactory(36.0f)));
   
    // Unteres Wasser hinzufügen
    this.simulatedWorld.add(new DrawablePollable() {
      private float y = 0.0f;
      private float timeout = 0.0f;
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